Drew T 6f248462dd chore(gen2-prep): Gen2 roadmap + private-repo backup hardening + SETUP/submodule fixes
- docs/gen2-roadmap.md: approved Gen2 plan (phases 8-15; finish-EXE-first,
  two-repo LATE public flip, substantial exit) + Backup & disaster-recovery policy
- back up irreplaceable / hard-to-re-source artifacts to the private remote (R20):
  - track ghidra/ (the RE database; *.lock/tmp*.ps transients excluded)
  - tools/psyq/ working libs/tools (minus the two >100MB raw source archives)
  - tools/bin/*.tar.gz (old-gcc cc1 compiler sources; extracted binaries stay regenerable)
  - tools/ghidra-ext/ (GhidrAssistMCP 2.8.0 + ghidra_psx_ldr 2026.06.04 installer zips)
- .claude/settings.json: SessionStart + SessionEnd hooks (auto-start / clean-save the
  headless Ghidra MCP); moved out of the gitignored settings.local.json so they are backed up
- docs/SETUP.md: document the MCP server lifecycle + persistence model + session hooks (§2.8),
  a tooling inventory, .run/ runtime scratch (§1a), and the backup posture (§ Backup) — R21
- .gitmodules: ignore=dirty on the 4 submodules (maspsx/asm-differ/m2c/decomp-permuter) —
  silences the phantom "modified" state from generated pycache + cross-filesystem filemode;
  gitlinks unchanged (still at the pinned commits)
- rules R20 (back up irreplaceable work + gathered tooling; loosens R8) and R21 (keep
  SETUP.md current) recorded in memory; to be formalized at the next PhaseEnd
2026-06-15 17:15:31 -06:00
2026-06-10 22:02:07 -06:00
2026-06-10 22:02:07 -06:00

BFM-decomp

A matching decompilation of Brave Fencer Musashi (PlayStation, SLUS-00726, USA 1998) — the first public decompilation effort for this game.

What "matching" means

The goal is C source code that, compiled with the original-era toolchain (PsyQ 4.x / GCC 2.7.2-family + ASPSX via maspsx), produces a byte-for-byte identical SLUS_007.26 and, eventually, byte-identical overlay binaries. SHA1 checksums are the ground truth; "functionally equivalent" does not count.

No ROM content

This repository contains no game assets, no disassembly output, and no ROM-derived data — only source code, build configuration, symbol names/addresses, hashes, and documentation. To build or contribute you must provide your own dump of the game disc (4-track BIN/CUE, redump layout). See .gitignore for the firewall.

Project status

Gen1 (foundation) complete — the matching pipeline is proven end-to-end. make extract && make build && make check rebuilds SLUS_007.26 byte-for-byte identical (SHA1 143dbb89…) from C + assembly, reproducibly across many sessions.

  • Compiler pinned by evidence: gcc-2.7.2-psx -O2 -G0 -mips1 -mcpu=3000 + maspsx --aspsx-version=2.56 --expand-div.
  • 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
  • ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
  • File-loader / overlay system reverse-engineered, with the resident engine blob + location overlays' load addresses proven byte-identical against a live PCSX-Redux RAM dump.

Most of the EXE is still INCLUDE_ASM stubs (correct bytes, not yet C), and the bulk of the game lives in compressed overlays inside the .CD archives — Gen2 (overlays & engine at scale) is next. Current phase and detailed progress live in phase-ends/ (newest PhaseEnd_*.md = current state); methodology, rules, and the full roadmap are in PROJECT_CONTEXT.md; environment setup in docs/SETUP.md.

This project is developed primarily by Claude Code driving Ghidra through an MCP server; see CLAUDE.md.

License

Private repository for now. AGPL-3.0 is planned at public release, modeled on sotn-decomp. tools/brave-CUE/ is CUE's BRAVE extractor (GPL, source included) and retains its own license.

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